technically, there is no "max number of hits per round" unless you mean the maximum number of hits currently possible... In that case, it's currently 6 for ranged, and 7 for melee. With more pth, it could go to 8 or 9, or even 10 per round...

A SoD only has 60 base to-hit, so at best he should have been getting 160 from full DX advantage.
Freed has an AoL with +11, and named +31 BoF, so that's 11+16.5 = +27.5 on top of his (unnamed) SoD's +262, for a total of +289.5

In total, he should have gotten only 449.5% chance to hit, NOT 501% or higher, since for 6 hits, you need at least 501% chance to hit (and even then you only hit a 2th time 1% of the time).

Something is not right. He shouldn't have been able to hit 6 times, even if enemy had no evasion at all.
My only guess is that somehow, the AoL/BoF leadership bonus was being boosted above normal in the ranged rounds for some reason.

True, but only half the time and with nearly a million - count that NEARLY A MILLION - MPR difference.

I'm quite happy for somebody of a lower MPR to do well, there's enough variables involved that MPR levels out quite nicely, so that the invisible MPR is what counts. But nearly a million MPR difference, over a quarter of Mikel's MPR...that's saying something quite loudly.

And, wait a minute...I'm running an archer myself. There's never been a better time. Oh wait except when we had evasion. Otherwise, it's the same old CB isn't it. Archers to the rescue...

One point I would like to make something can only be uber if more than one user is dominating with the same strat in this case an 3 minion team with archer damage dealer.

Fact is not everyone has invested all their time indeveloping one kick ass weapon everybody been focusing on other things like building up other armour, buying ba everyday giving it away in competitions :) etc.

So just because someone aimed to do something and achieved it lets merely applaud and work on our own methods of countering - ToE, Dbs, Evasion, DX, EC. Just because u may have spent all your focus to combat mages cause theres so many don't start asking for a cheap nerf to help yourselves out, heck i got slammed in one of my posts for this very thing asking for a nerf that was considered a boost to me.

assuming that someone is basing all of their info on one post is erroneous. when evasion was first changed in september, i stated that evasion was no longer a counter for weapons with 100 bth. even with it trained incredibly high and ranged & melee penalties they were still hitting and hard.

during my whole ncb run, using several of those counters (granted there are multiple uc bugs) the one type of opponent that i have had trouble with much lower mpr's beating me regularly are 100 bth teams.

all that this post has allowed is one more straw on the proverbial camel's back.

i am not just asking for a nerf though, i also suggested giving some melee/uc the same bth as hal/elb.

So that gives around 24 Leadership PTH plus something like 30mil in added PTH, after the PTH on the bow with naming, of course.

Actually, by my count, he should have a fair bit more than 309 PTH. 313 before factoring in what the ToA would add.
In other words, Mikel's DBs should dodge all of his bonus PTH, plus another 7-10 points past that. That sounds like it's exactly what DBs are supposed to do. DX advantage and base to-hit should give him in the 90% range of getting two hits per round. I can see how that could kill Mikel.

Whoever mentioned the archer on a 3-minion team, think of it as a single archer. That character was run as a single minion NCB until one week before the bonus expired, meaning the minion that is now an archer is at least at 2.5 mil MPR by himself, even counting retrains (he was ~2.3 mil MPR in June 08).

Is it imbalanced? I don't know. I've always been of the inclination that 100 bth was too much, but at the same time, I also objected to the 100+bth cap being put on DX advantage hits. Given almost 4mil DX compared to 200k, I think it's fair to get 2 hits sometimes. Maybe "sometimes" like 60% of the time rather than 90%, or maybe not. And given 10mil+ ST and x12000 on the weapon, it's fair how devastating those hits are.

I'm not complaining about archers, just making an observation. Between real archers and Hal archers I've seen a lot on the climb up with this NCB, and they're usually the powerful teams at the level I've been at.

It's no surprise that my comeback after the junction/AoJ thing was an archer.

Henk: according to the wiki, 1 point of AC reduces .167% of damage, meaning you'd need about 90 points of AC in your shield slot to get the equivalent 15% reduction. The wiki also lists +63 = $22,981,527 in the upgrades on the Mithril Shield page. If you were to include Steel Skin, this 85 AC shield would provide ~17.85% physical damage reduction and ~13.23% magical damage reduction.
Actually, I checked, and a +30 SoC is closer to 18mil NW, or equivalent to a +61 MS.

A +20 SoC, meanwhile, costs about 1.3 mil for 10% damage reduction, equivalent to about 60 AC, or a MS +38, which has a NW of just over 900k.

Meanwhile, if you want 5% damage reduction, it will cost you under 100k with either shield (there aren't exact values in the wiki for MS, because no one upgrades one of those to +8 and leaves it). I would estimate that a MS +8 probably has about half the NW of a SoC +10.

From what I see, it looks like the less money you want to spend, the better off you are with a MS, but if you want to go big or go home on physical damage reduction (say you wanna go up against SHD and his bow), the SoC actually becomes cheaper the higher up you go, because the MS NW curve steepens more quickly relative to reduction given.

Basically, it looks pretty balanced to me. Without SS (which can be dispelled, so there may be cases when you are without SS no matter what you do), the SoC reduces physical damage better than a MS with similar NW. And I think that returning the same amount of physical damage blocked can reasonably be considered to balance out the potential increase of SS and the lack of protection from magical damage pretty well.

So the SoC is best if you go big and you're planning to return physical damage and you're not using SS. If you want to reduce, MS with SS is the best way to go, because it costs about the same and reduces magic as well as having a lower power weight.

Hmmm... on second thought, maybe slighten the curve on the SoC a tiny bit or reduce its power weight so that it is better than the MS at lower levels, for those who aren't quite going to put 20mil into a shield either way.

I just wanted to show how great SoC is again archer , no show-off here. And often i get a 6 mil flashback too ! enough to kill almost any minion in here !

in any way Shield of capacity combine with a big Guardian Angel rule.
imagine if Failure had a big GA(out of RoS for DM protection). i'd be knock-out a long time ago.

I have read twice all(since my name pop-up so often) what you guys said and you are all so clever, so brightly intelligent ! especially Ranger and Warlord Tamerlane. Its cool to read you all, i'll miss you.

Apparently a lot of people who want total immunity to any NW weapon just by using xp. And not a lot of it too boot.

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